public static void SaveVehicle() { if (Character.playerVehicle == null) { UI.Notify("You don't have a ~o~Personal Vehicle~w~ to save!"); } else { int index = 0; while (true) { if (index >= PlayerVehicle.PlayerVehicleCollection.Count) { PlayerVehicle.AddVehicleData(Character.playerVehicle); try { WriteToBinaryFile <VehicleCollection>("./scripts/UndeadStreets/SaveGame/Vehicle.sav", PlayerVehicle.PlayerVehicleCollection, false); UI.Notify("~o~Personal Vehicle~w~ saved!"); } catch (Exception exception1) { Debug.Log(exception1.ToString()); } break; } PlayerVehicle.PlayerVehicleCollection.RemoveAt(index); index++; } } }
public static void LoadVehicle() { if (!File.Exists("./scripts/UndeadStreets/SaveGame/Vehicle.sav")) { UI.Notify("No ~o~Personal Vehicle ~w~available to load!"); } else { PlayerVehicle.PlayerVehicleCollection = ReadFromBinaryFile <VehicleCollection>("./scripts/UndeadStreets/SaveGame/Vehicle.sav"); if (PlayerVehicle.PlayerVehicleCollection.Count <= 0) { UI.Notify("~o~Personal Vehicle ~w~load failed!"); } else { List <VehicleData> list = PlayerVehicle.PlayerVehicleCollection.ToList <VehicleData>(); if (Character.playerVehicle != null) { Character.playerVehicle.CurrentBlip.Remove(); Character.playerVehicle.MarkAsNoLongerNeeded(); Character.playerVehicle.Delete(); } foreach (VehicleData data in list) { PlayerVehicle.LoadVehicleFromVehicleData(data); } Blip blip = Character.playerVehicle.AddBlip(); blip.Sprite = BlipSprite.GetawayCar; blip.Color = BlipColor.Green; blip.Name = "Personal Vehicle"; UI.Notify("~o~Personal Vehicle ~w~loaded!"); } } }